#general-modding

1 messages · Page 76 of 1

rustic holly
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indie dev/mod teams are always crap- stay away from them

arctic radish
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I'm REALLY well aware Mod teams are god awful

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Terraria modding be damned

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But Indie game dev teams are a wild card
You could go on for a while with them, or barely even lift a finger and the game's canned

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For me I've always considered myself a solo dev, despite not really making much that gets finished due to the pain that is burnout

merry lotus
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no new blood kart updates today but

here's an old java project i was working on back when I didn't know what unity was

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it was never finished

arctic radish
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Godot > Unity
change my mind

merry lotus
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you can have your opinion
I just use unity because it's the one I've used the most and the one I'm most familiar with

tranquil oracle
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C# in Godot sucks

pure jackal
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no new blood kart updates today
Not if I can help it

tranquil oracle
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It sucks in Unity too but it sucks for different reasons

arctic radish
# tranquil oracle C# in Godot sucks

Mate you don't use C# in godot, you can but it doesn't have all the scripting features like it's built in scripting language which is 1000x easier to digest than C# any day

pure jackal
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Consume the Chalice

tranquil oracle
supple ice
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did someone just accidentally move this chat and then move it back

pure jackal
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Maybe

toxic hemlock
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i tried writing GDScript once

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i quit when i realized that it uses exclusively indentation to define its code blocks

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literally WHAT is wrong with brackets

grim flax
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i've done coding related stuff ONCE back in mid high, and a bit in high school but for a different thing than what i did in midhigh, and i agree.
what is wrong with brackets
using identation only sounds like cancer

rotund garden
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in terms of coding, I only did GDScript because in theory it's easier than others

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also because when I studied art and animations for videogames, we had to learn some coding in order for us to understand how programming works

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and we had one of the creators of Godot to teach us that lol

humble herald
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Python's not bad, sure the syntax is funky but it really isn't terrible

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It works great in stuff where you have to deal with stuff like databases and mass data shenanigans

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As a game engine language? Not so sure

arctic radish
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all while me using GDScript through and though becuase fuck unity's implementation of Quaternions: GIGACHAD

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why does my computer do this? why?
They used to be in tabs then my computer said "lol no fuck you"

torpid sky
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I'm trying out Angelscript for my small game and that one is pretty cool too

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It's a lot like plain C++, but you don't have to do any memory management, so that's pretty cool

humble herald
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that's nice

arctic radish
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Plus the built in script editor is really nice and good

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Compared to VS

tranquil oracle
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Godot advertises C# support, the C# support is subpar

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Therefore I will complain about the subpar C# support

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I've used GDScript, I don't like it

arctic radish
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Although 4.0 is being worked on and will (hopefully) fix that subpar C# to just “it can use C#.”

tranquil oracle
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Yeah, they're changing from the backwards approach of "let's embed Mono" to "let's embed Godot"

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Unity uses the "let's embed Mono" approach as well, and it's caused no shortage of headaches, they're in the process of migrating to CoreCLR but it's a slow process

arctic radish
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Fuck Unity’s implementation of how you use rotations in code btw

tranquil oracle
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You'll have to be more specific lol

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Their Quaternion type is pretty standard, as is the rest of their math library

arctic radish
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Yeah fuck Quaternions
A simple “rotate(float,float,float)” is much more manageable than matrix style

tranquil oracle
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It also has a number of issues, euler angles suffer from gimbal lock, wrapping issues, etc

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Quaternions are complicated, but they're a good solution to a difficult problem

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You're not supposed to be mutating the values of a Quaternion directly either

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Also for the record, Unity does have a Transform.Rotate(float, float, float) API

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There are many, many, many, many reasons to shit on Unity, I could talk all day about how much I hate that engine sometimes

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But using Quaternions is a good thing

arctic radish
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and then GDScript is simply:

self.rotate_degrees(Vector3(0,0,90))
self.rotate(Vector3(0,0,1))
tranquil oracle
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transform.Rotate(0, 0, 90);

arctic radish
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But you need to define the transform before hand

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Godot you do not need to do that

tranquil oracle
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Why is that an issue?

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You are performing an action on the transform, which is a component

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This is like the most nitpicky thing ever lol, you can even just write an extension method if you want a Rotate API on GameObject/Component

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Which would allow you to do this.Rotate(0, 0, 90);

pure jackal
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I'm not owned! I'm not owned!

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Its one line of code vs two

arctic radish
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It's impractical to type out things like that is my main issue
You shouldn't Have To write an API for anything if it just allows you to do some of these things by default

tranquil oracle
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Impractical? What lol

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You're going to need to provide a fuller example of what you mean, because the example you've shown is almost identical in Unity

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And even then, this isn't a C# vs GDScript thing

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It's entirely an API design thing

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You could have a GDScript backend for Unity and you would still need to specify transform

arctic radish
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nonono I'm trying to say
The steps you need to take to code said actions are more inconvenient overall than how Godot goes it

Hold on let me find the vid

tranquil oracle
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But they're the same thing, you're still specifying the pointer to invoke the method on

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self.rotate_degrees(Vector3(0, 0, 90))
versus
transform.Rotate(0, 0, 90);

merry lotus
leaden granite
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this is a riveting argument that i do not understand in the slightest

paper swan
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This is why it's taking so long to get the SDK update

tranquil oracle
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lmao

paper swan
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Zombie be arguing bout nerd shit

indigo shard
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love how it still has the aces artstyle

merry lotus
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also i made a change to the first level that removes the jump pads because they didn't work good with the ai

arctic radish
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Basically:
From what I've gathered from other devs who have more overall Godot knowledge about the backend C#/mono stuff:
GD Script for general and bulk scripting
C# for low level scripting and fine tuning to already existing scripted object

tranquil oracle
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That sounds reasonable, I just hate working with pythonic languages so I wouldn't want to write GDScript at all

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Whitespace affecting control flow is one of my least favorite language designs

humble herald
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it's certainly one of the choices of all time

arctic radish
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fair
I mainly use GDScript because It's WAY more convenient to just boot up a Godot scene and switch to the built in script editor than it is to:
-Boot up unity
-Waiting for Unity to reload the scene you're wanting
-Wait for VS to open
-S U F F E RR R when Unity crashes

tranquil oracle
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Yeah but that's a Unity problem, Unity is a mess

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My whole issue was that Godot's integration with C# leaves much to be desired currently

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Being stuck on Mono means you can't take advantage of a lot of newer stuff like UnmanagedCallersOnly

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I haven't looked at their bindings for a while, but the last time I checked there were some really questionable design choices there too

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Godot as an engine is fine, I just don't like how they've approached the language bindings

arctic radish
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Oh yeah for sure, but again C# was mainly used for low level things for the longest of time
it wasn't until the lead dev of Godot got in touch with some peeps that wanted to expand the C# side of Godot that they're working on it

tranquil oracle
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Let's be real: Godot only supports C# so it has a better chance of competing with Unity

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I doubt they would have ever bothered with it otherwise

arctic radish
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naw
Godot was never a thing until 3.0

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and C# was there since 2.5 iirc

tranquil oracle
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No I mean Godot supports C# so that it can say to Unity developers "hey we support C# too, check it out"

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They started adding C# support in 2017, right when Unity was really starting to take off

arctic radish
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They never advertise it as a C# main in coding
in fact I've always seen it as
"Here's how you code in our language...
And also there's C# ig"

tranquil oracle
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It was definitely a "this will make it easier for Unity developers to switch to Godot" thing

arctic radish
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mate Unity was a thing in 2012
remember Slenderman games?

tranquil oracle
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I... know that? lol

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Unity first came out in 2005

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Maybe you're not understanding what I'm saying

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I imagine the process was along the lines of

unity is gaining lots of popularity
unity supports C#, which is one of the reasons many people use it
why don't we support C# too?

arctic radish
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What was the definition of "When it started taken off" then?
Because UE4 DEF was not an option
GMS was dying
CTF has always been dead

tranquil oracle
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"taking off" as in becoming popular

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not becoming less popular

arctic radish
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no I'm saying It's always has been used and was popular
in fact it was p the most commonly used game engine even before 2017

tranquil oracle
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For sure, but it was gaining more and more traction around then

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The Unity 5 - 2017 period was when Unity started to grow the most

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So it makes sense that using C# was a decent way to gain some of that traction in Godot

arctic radish
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I still don't really think 90% of the people who use Godot thought "Oh wow this game engine can also use C#!" when downloading it for the first time

pure jackal
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can you make it

tranquil oracle
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I never said they did

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I just said that bringing in developers from Unity was probably one of the factors that informed the decision to implement it

arctic radish
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oh
maybe

tranquil oracle
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It's just a bit annoying because C#'s a really powerful language, but neither Unity nor Godot really embed it in a way that lets you take full advantage of it

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Both are working on solving that problem at least, and Godot's approach is actually the better one there

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They're inverting the model they use to bind it: rather than embedding Mono into Godot, Godot becomes a native library consumed by a C# application

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So then Godot can be used in both Mono and CoreCLR

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In Unity's case they're still embedding directly, they're just embedding CoreCLR instead of Mono now

tranquil oracle
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As long as the language supports the C ABI, it can interact with Godot through that library

arctic radish
tranquil oracle
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It has no impact on GDScript

arctic radish
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But what about the actual built in script editor though?

tranquil oracle
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Nothing changes there

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It's just an alternative deployment model for the engine, for those who want to use languages other than GDScript to interact with it

arctic radish
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I already despise how 4.0 is fucking over long time project files by changing the code language to be more like C#
where there's one good (Lamda functions)
And then there's the bad (removing/changing the terms "onready", "var", and "export")

If it's a different build of Godot, then sure, but if it's like
Baked into what Godot is
ehhhhh

tranquil oracle
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It's going to be part of 4.1

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But it's an internal detail that you won't even notice if you're just using GDScript

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It has absolutely no impact on that use case at all

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So, currently Godot is an application. When you want to use C#, it loads the .NET runtime (specifically, Mono) into it.
The idea is to change it so that there is also a Godot library. The Godot application then loads that library, and everything works just like it did before

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But you now have the option of replacing the application part with your own program that does the loading of the Godot library

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Which can be written in whatever language you want

arctic radish
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Ohhhh Okay I thought you meant like
GDScript would be obsolete in the game engine itself if that were to happen, or at least put to the side lines

tranquil oracle
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Yeah no GDScript isn't going anywhere lol

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It's just a design change to help facilitate using other languages with Godot, without needing to change Godot itself

arctic radish
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Ic

pure jackal
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is it over

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aww

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I wanted more of this conversation

tranquil oracle
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Is it really that entertaining to read my word vomit? picardy

pure jackal
arctic radish
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  • Out word vomit
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*our

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You wouldn't've word vomited without me

tranquil oracle
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A collaborative vomit

grim flax
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cooperative acid ejection

indigo shard
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quick question, if i was ever to get into game development, what software do you guys recommend

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ive heard unity and godot are good

arctic radish
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Honestly it's not about the program, it's about how much shit you're willing to sift through to learn it

indigo shard
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ehhh thats true

pure jackal
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Grab both and futz around with em

indigo shard
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lmao

pure jackal
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Same with unreal

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Follow some tutorials

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Whichever feels best for you, stick with it

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Stockholm Syndrome yourself if you have to

indigo shard
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look at it go

indigo shard
cunning wing
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choosing a program depends on what you want to make

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like dont try and make a fps in game maker studio

indigo shard
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lmao true

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that would be a terrible mistake

cunning wing
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though now i kinda want to actually try that

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(will not do it)

indigo shard
leaden granite
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song source pls

pure jackal
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No

leaden granite
meager valve
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Though if I post a translation it will probably be deleted cursed

brazen copper
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🤨

spare scarab
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Lol

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Delete ut

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Tellibg u

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As a rus

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Bad bad idea

meager valve
pure jackal
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Why haven't you deleted it

brazen copper
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I tried to make the hint obvious. Smh

pure jackal
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Does this mean I must also delete my video as well

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So shall it be

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It is done

brazen copper
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Yeah, if it's translation is bad then just yeet it.

merry lotus
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what happened here

pure jackal
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Let me check the translation

brazen copper
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I don't like to rule 13 music. But if someone comes out and says "this is bad" then its gotta go lol

pure jackal
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Can't find the name of the song anymore

meager valve
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I can send it in DM 😳

pure jackal
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The song has been used in meme videos about current events but has existed before said events

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Pls do

spare scarab
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Its mostly just really nsfw

pure jackal
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Damn

spare scarab
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Nothing super bad but

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Yea

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Very nsfw

pure jackal
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This is indeed a "this song is fire but I don't know the language that its in" (song is about terrible events) moment

spare scarab
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More like porn

brazen copper
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I mean, if its not some really bad rule 1 shit then idc. Or else we'd be deleting half of #music lol

spare scarab
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Eh aight

pure jackal
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It is very

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Explicit

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And excessive

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Like the lyrics do not feel like they match the music but ig that is the point

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The band* is very down bad

spare scarab
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Thats that band in general

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I'll drop the name in dms

meager valve
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It's a group that makes parodies of some classic soviet/russian songs

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Basically bastartizations

pure jackal
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Damn

pure jackal
brazen copper
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Yeah, if you know something is questionable and isn't in English, please do not post in the future.

pure jackal
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Cheese time (Very wip)

leaden granite
arctic radish
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Map time?
Map time.
Map time ft. a bunch of placeholder textures

spare scarab
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Is this blender?

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You're mapping in blender?

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Its viable?

wraith beacon
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Working with modular meshes or working in a 3D application is way nicer than working with brushes IMO.

spare scarab
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B-but trenchbroom

pure jackal
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Trenchbroom 🤢

cursive kindle
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been working on a V1 avatar for VRC, spent today learning how the new physbones work by making the wings physbones

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Still needs a bit of tweaking, but it's getting close to what I want

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Still need to hop into VR and test it there - the difference between how an avatar reacts in desktop mode and vr is night and day

torpid sky
# spare scarab Its viable?

There are Blender addons that can spit out Quake maps with decently accurate UVs, so yeah it's kinda viable

earnest lily
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lol wat

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link?

arctic radish
# spare scarab Its viable?

It is 100% viable
I honestly wouldn't see how you could do it in other software that isn't a 3d modeling application so

torpid sky
earnest lily
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real shit

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gangster

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thank you

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🫂

torpid sky
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No probpem

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If you use Valve's texture coordinate format, you won't have any problems with UVs btw

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I used the part that converts the UVs of that addon in another program of mine to convert Doom maps to Dusk and it worked flawlessly

wraith beacon
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I did it

outer eagle
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Ooooo

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Great job man

indigo shard
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your did it

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nice job

arctic radish
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welp time to texture this THING

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Not quite sure if I should go with LQ/Low pixel dimension size or if I could get away with a 1024x1024 texture
hmmmm

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Might make it actually 514x514 for the body and the head is 1024x1024

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maybe

arctic radish
pure jackal
#

Nice progress on the texture

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What resolution did you go with?

arctic radish
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hand painted in blender as well
514x514 on the body
and 360x360 for the head

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didn't turn out too badly I think

pure jackal
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Wait are the arms and legs supposed to be jet black or is it a wip?

arctic radish
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wip

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I didn't want to use 2048x2048 texture for just this model's UVs due to it being easier to texture if I split up the limbs while texture painting
I could've made it like that
but I did not

torpid sky
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I've started it all from scratch once again

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But this time, I'm using a scripting engine for game objects and I just managed to make my base object system work

arctic radish
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Made a Ascii "game" with raycasting and procedural gen rooms from scratch with only C# console application
No libraries or otherwise have been used

merry lotus
#

epic

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here's an idea: try to turn that into a wolfenstien style renderer

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or not

humble herald
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You've made the doomrl engine

earnest lily
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there's something about ASCII games that just tickles my lizard brain

arctic radish
#

there we go

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am I the only one that can't decide if coding in 2D is more fun than coding in 3D?

cobalt hemlock
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Why not do both and make 2.5D game smh my head shake my head

pure jackal
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Thats just coding in 3d

arctic radish
#

Basic render
Now time to put it in game

merry lotus
indigo shard
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YOOO

cunning wing
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very cool

fierce nimbus
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ok here is a proper post. I'm in really early stages of gamedev for a game using GZDoom as a base. I've got a few 3D models made for it, I just need to learn to animate for it and replace all necessary assets being provided from the Doom2 iwad file. This is my first imported 3D model into the game, which will also sorta be the mascot for the game

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here's a test render I made for the hires 3D model of the same monster, which will probably go on the cover

fierce nimbus
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vmodel arms

heady cargo
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ahhhh embed failed

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anyway, I made the first 40% of Magenta Horizon Act 2

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half-year of development time 👴

arctic radish
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Still need to animate the other attack frames
but
so far I'm liking how I've set this up

meager valve
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MGR beegpog

arctic radish
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Actually no kinda
I'm making a LoZ:MM like game with a combo attack system
And I've been stalling on making assets for it for ages due to me wanting to decide if I'm willing to do pixel art or 3D models
And I've officially decided that I'm using my 3D models for it because it's (imo) a lot easier to not burn out on it like I do with most 2D art

graceful bronze
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Does anyone know where the 3d model of the skull is? (ULTRAKILL)

indigo shard
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unless you already did and i am a fool

rotund garden
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we're talking about the problems that Unity HDRP is bringing to us now lmao

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one of the many problems being no camera stacking for first person view

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so we'll probably go back to the old rendering pipeline goldensmile

tranquil oracle
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HDRP is something you would want to commit to at the start of development yeah

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Migration is a mess

rotund garden
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yeah, we learn about it the hard way

pure jackal
#

Soulstorm moment :(

arctic radish
#

updated the visuals of the slash a bit

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Screw you gif compression

arctic radish
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never actually modeled an exterior game environment before
so this is a first for me

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(wip as well)

fast vault
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What are you using to create it?

fast vault
# rotund garden

Seems like the migration is a bit easier with URP. I haven't really touched HDRP though. That seems like a whole nother can of worms

arctic radish
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I'm only doing this because Screw manually drawing the slash with a curve and then applying a shader that tracks motion

fast vault
arctic radish
#

Godot

merry lotus
#

Tonight on, "Old projects that i'm gonna finish after new blood kart is done"

arctic radish
#

leave'n this here for today bois

fast vault
indigo shard
#

started working with godot

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anything important i need to know

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note: i dont know much about coding

arctic radish
indigo shard
#

lmao

merry lotus
pure jackal
#

Don't worry there will be actual proper transparent textures and spinning death blades in the final thing

leaden granite
pure jackal
#

I spent all day putting this track together
I'll light it tomorrow after work

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don't you worry none

leaden granite
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it was just a joke lol

unique trellis
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this will be the most game of all time

pure jackal
#

nah it's a valid point to make

indigo shard
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currently have the extreme basics done: player movement/camera, raycast aiming for the gun, and an interactable object.

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its gonna take a long time to get anything resembling a real game lmao

fast vault
#

That's how it all starts!

indigo shard
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im glad im finally starting to do this lmao id been thinking about it for months

cunning wing
#

multiplayer when

indigo shard
#

never

merry lotus
#

that's how I started with my first game

indigo shard
#

Fun times ChadMike

merry lotus
#

just wait until you get to ai euheueheuu

pure jackal
#

Aieou

indigo shard
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Officially spooked

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I’ve already got ideas for the design of the game but I don’t know how to model goldensmile

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Plus I should, you know, learn how to program before I start modeling things kekw

pure jackal
#

Nonsense

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do all art first

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that never goes wrong

indigo shard
#

always a great idea

indigo shard
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I’ve been using a school laptop to work on this and I have to give it back in 2 days sadleon

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Well let’s hope our old Lenovo t430 can do this

arctic radish
#

my head hurts really badly so this will be good for now

indigo shard
#

thats looking really good

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love the faint fog/mist coming from the lighting

indigo shard
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this is the weirdest fucking gun ive ever seen

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but i dont know how to model and i dont know how guns work so this is fine

pure jackal
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mickeys wrist smasher

arctic radish
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my setup be like atm

indigo shard
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classic godot

arctic radish
#

I could shorten the Entities section down to "Hostile" and "Player" and put the "Friendly" and "Passive" entities in Active, but at the same time
I could also code it so that every hostile/Entity is pooled in that node, which is a really bad idea due to if I try to grab an entity by child number, it'd most likely grab the wrong one

but
I'm so tempted to thooo

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Also I could handle Env loading on runtime
but idk
Might make it modular

indigo shard
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Yes

indigo shard
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goddamnit why cant i import things from blender into godot

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keep getting errors

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for some reason the gun model wont import but others will

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hmm

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YEAH I FINALLY GOT IT

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goofy ass gun

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it looks like shit and i will definitely replace it at some point

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but i wanted to make my own model so i could learn how to use blender lmao

earnest lily
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peak goofcore

indigo shard
#

truly

arctic radish
indigo shard
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I’ve learned that now sadleon

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Honestly don’t know what the problem was but I fixed it apparently

earnest lily
#

I am eagerly awaiting the day FBX is just a stain on our beautiful planet's history

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but today is not it.

indigo shard
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Sadly

arctic radish
#

.glb / gLTF 2.0 is undeniably based in a lot of ways
FBX is too old and doesn't really work well as time goes on (esp importing them)
While Godot is working on making it so your .glb/gLTF models can be worked on, in both Blender and Godot almost together
instead of reimporting assets constantly if you'd need to change like one minor thing on the physical model
All you 'd do is import one .glb/ gLTF file, and then (iirc they're making it both a blender addon and built in godot feature) you can just sync the changes of the .glb and have it almost update in real time in Godot

slate python
#

Too much text, but it sounds pretty nice I guess

arctic radish
#

mate that's not even a paragraph

slate python
#

Still, it’s too much for me , lad.

arctic radish
slate python
#

But anything that you’re doing, I hope you’re making good progress.

merry lotus
#

just as i was adding the new du- i mean, typing random words on my keyboard

arctic radish
#

did I forget to mention Godot lets you make infinite keybinds

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totally not abusing this fact

humble herald
merry lotus
#

I don't know

whatever it is it crashed unity and I don't like it

humble herald
#

looks like

slate python
#

If your unity crashes. You’re fucked

slate python
#

I’ve once lost an entire project because unity crashed

humble herald
#

something to do with your gui utility class, would recommend stepping through and debugging it

merry lotus
slate python
#

All textures were just gone, scripts gone

humble herald
#

Unless that's a inbuilt class

merry lotus
#

I opened the project it's fine

merry lotus
#

all I did was save a script and return to the editor

humble herald
#

that is not a good sign

#

does your script use that class in anyway shape or form?

merry lotus
#

no

humble herald
#

wait a fucking minute

#

This is unity's editor window class isn't it

#

Think about it

merry lotus
#

yeah

the editor fucked up

#

by itself

humble herald
#

holy shit that's concerning

#

I'd back stuff up

pure jackal
#

Holy fuck yeah thats a terrible sign

#

Back up the project

rotund garden
#

Plazmin better make sure to create backups every once in a while

#

my friends has something with github that I don't understand because I'm not a programmer

#

but if they fuck something up, they can quickly just load an older version and that's it

merry lotus
#

I have a USB drive

#

I'll use that

indigo shard
#

see

#

somebody gets it

#

usb drives are still cool

rotund garden
#

download Git hub

fast vault
#

Unity likes to keep you on your toes by crashing due to its own scripts.

indigo shard
#

fun

humble herald
#

github is the primary version control system everyone uses yes

merry lotus
#

USB superiority

humble herald
#

Just saying you might want some experience with it

pure jackal
#

usb drive backups

spare scarab
#

is any1 here experienced with stalker modding

leaden granite
#

stalker has modding?

spare scarab
#

...i mean

#

yeah

#

there are like, hundreds of big mods

unique trellis
#

not really I just installed modpacks

indigo shard
#

lets fucking gooooooo

#

the restart button is definitely fucked up but eh ill fix it later goldensmile

arctic radish
#

I just realized I need to add an elevator down to the actual layer
or maybe a giant ass ladder
or maybe I can pull a minecraft where you jump and then land in water and you're 100% fine

merry lotus
#

KILL THE INTRUDER

reminder: this is still not official

cunning wing
#

very cool model

merry lotus
#

meatbox made it :)

#

i made the animation

sudden imp
#

Hot damn

indigo shard
#

KILL THE INTRUDER

arctic radish
#

I knew this was going to happen
I knew I made the path too damn big
But ya know what?
might as well make a little ruined town up there

pure jackal
#

Nother look at the dude

radiant garden
arctic radish
rotund garden
#

extremely based

#

Meatbox you absolute chad

#

meanwhile I'm suffering here with the drawings lmao

#

Plazmin I'll send you some rough drawings to test how they'll look in-game as soon as I figure out the poses goldensmile

merry lotus
#

:)

earnest lily
pure jackal
#

Am proud of Johns model

#

only way I could do him better is voxel-izing the actual sprite

#

which I do not want to do to be honest

merry lotus
#

it would be easy but it would raise the poly count dramatically and probably would not look good

arctic radish
#

Why voxel?

#

Just be sane and poly model GIGACHAD

pure jackal
#

I do not

#

want to model

#

each pixel as a cube

indigo shard
#

as someone who has modeled a single model in my lifetime

#

i hate modeling

pure jackal
#

Modeling is fun

indigo shard
#

i dont believe you

pure jackal
#

Creation

#

is a gift

#

seeing a thing you made come to fruition

#

fills you with a sense

indigo shard
#

thats true

pure jackal
#

of dread

indigo shard
#

its just painful to model things

pure jackal
#

because FUCK YOU COULD HAVE JUSYT DONE THAT INSTEAD OF THE WAY YOU DID IT

indigo shard
#

:)

#

i cant wait to figure out there was an extremely easy way to do something that took me hours

arctic radish
#

Shift+A = Add object
W in edit mode = a whole lot of shit I use (like Loop tools, and when rigging I just make one side of the armature and then press W > Auto Name L/R > Symmetrize)
Ctrl+B in edit mode with an edge selected = bevel (Scroll wheel to set how many loops you want in the bevel)
I = Indent
L while hovering over on object = auto selecting the object
Shift+K in vertex paint/Weight Paint mode = Auto fill selected areas with whatever color/weight amount you have
X = Delete
M in edit mode = Merge (has a lot of self explanatory options of how you want to merge things)
Ctrl+N in edit mode = Flip/Normalize faces

indigo shard
#

Blender lore

arctic radish
#

I could go on owoSip but those are the keybinds I tend to use to the most when modeling (Outside of the usual E,S,G, and R keys)

indigo shard
#

Good to know

arctic radish
indigo shard
#

yooo looks cool

indigo shard
#

my dumbass was trying to get a door to work for an hour before realizing all i had to do to make it interactable was change the static body's layer

#

big brain

#

now to get the door animation to work

indigo shard
#

is there any easy way to copy over animations to duplicates of objects

#

example: i made a door that, well, opens and closes

#

but when i duplicate the door and try to open the new one, it only opens the first one

#

is there an easy fix, or do i just have to edit the code slightly each time

torpid sky
#

And then each time you use that script on a door, just change those values in the editor instead

indigo shard
#

thats probably a good idea

torpid sky
#

That's how it's done

#

I suppose you could also turn it into a prefab and just change the door model when you use that prefab in your levels

indigo shard
#

thanks for the tips

#

im very bad at this :)

torpid sky
#

👍

#

Ahahah no worries

#

I've never made anything substansial

indigo shard
#

i just started a few days ago lmao

torpid sky
#

But at least i can use what I have learned to help others

arctic radish
#

like so

torpid sky
indigo shard
#

ye i use godot

#

but this still helps

indigo shard
arctic radish
#

godot is gud
and NP!

granite kite
merry lotus
#

d

#

did you see the trailer

rotund garden
unique trellis
#

how do you get lumber tycoon script

rotund garden
#

a fellow roblox player? cool!

topaz breach
#

YOU ARE IN THE WRONG PLACE

#

TELL YOUR LITTLE SCRIPT KIDDIE FRIENDS

#

YOU CANNOT FIND ROBLOX HACKS HERE

indigo shard
#

some classic newblood bullying

arctic radish
#

infamous even

echo gorge
#

Its ok hes a child

cunning wing
#

why do people think they cant find roblox hacks here?

indigo shard
#

i dont know

#

also why when i say im going to code something i put it off

#

today i was like "hmmm ill try enemy ai today"

#

but now im still working on doors

#

doors are fun

cunning wing
#

just dont have door :)

indigo shard
#

but DOOR

#

it MOVES

cunning wing
#

are you doing like

#

normal door where you push it and like it has hinges and stuff

#

or are you doing doom doors

indigo shard
#

normal door

#

i would do it the easy way where if the player gets close to the door it automatically opens

#

but i know ill have a lot of doors next to eachother so im making them interactable

cunning wing
#

very cool

indigo shard
#

yes

cunning wing
#

only experience i have with coding doors is trying to recreate the hotline miami doors and giving up because i hate game maker studio

indigo shard
#

lmao my friend also had that experience

#

has everyone played hotline miami except me

cunning wing
#

it is good game

indigo shard
#

just spend half an hour wondering why the code wasnt working

#

then realized i wrote "rotation degrees" instead of "rotation_degrees"

#

so smart

#

lmao

arctic radish
#

If you ever need help-

indigo shard
#

ive finally figured it out i think

indigo shard
#

YEAHHH THE DOORS WORK

#

AND I CAN DUPLICATE THEM

#

i know that sounds lame but it took me 3 hours and im mildly proud

cunning wing
#

show doors

indigo shard
#

currently only opens one way but that will be fixed soon

cunning wing
#

epic

indigo shard
#

now to do the part ive been purposefully avoiding

#

scene switching

pure jackal
# indigo shard scene switching

Scene switching itself is fine.
The problem is switching from Scene 1 exit A to scene 2 entrance A, and then switching from Scene 2 Exit A to Scene 1 entrance B

indigo shard
#

hfsdjkfhsjdf

arctic radish
#

Actually Scene switching is ez

#

at least in godot

pure jackal
#

Is he using godot

cunning wing
#

yes

arctic radish
#

you literally do
get_tree().change_scene("insert filepath that has the different scene here")

#

and then ya done

pure jackal
#

Ok

#

What about multiple spawn points from scene door to scene door

indigo shard
#

well

#

i should probably do that

indigo shard
#

this is the bane of my existence

#

just accidently lost an hour of work LeonApproved

#

the code wasnt working anyway so eh

arctic radish
#

Oh right
if you have 2 scenes you need to set up the code so that it will check for things after the scene gets done loading

#

because when you change the scene, and you try to call code during that load period, that happens

pure jackal
#

I TOLD YOU

#

THIS IS WHERE THE NIGHTMARE IS

arctic radish
#

no?

#

all you have to do is make sure to not run/call to nodes during that period

#

it even says this is what happens in the built in documentation in godot

minor bear
#

rich presence is live🤌

#

well for devs only right now

torpid sky
#

Nice!

#

Is it still being built on ioRtcw?

minor bear
#

like there is any other source ports

#

still iortcw, but i fixed a lot of io bugs lately

#

for example horrible lipsync was fixed

torpid sky
#

Oh that's cool

#

But it still must be painful doing everything in C

minor bear
#

C is perfect for me

#

It is a perfect language for the projects of rtcw scale

torpid sky
#

That is also true

#

I usually prefer to stick to C and C++ for the games I work on too

#

But I'm starting to think a scripting engine can also be really helpful especially while programming the gameplay-related stuff

minor bear
#

yeah, its true. Thats why I also parsed out a lot of stuff out of the code into .txt files for the upcoming update

#

all weapon parameters stored in game archives, in small txt files instead of the code

#

you dont need to recompile the code just because of small balance tuning anymore

indigo shard
#

i accidently deleted a file so i restored it and now everythings broken goldensmile

#

very funny stuff

untold niche
#

rip

#

And no backups?

indigo shard
#

yeah but it was from a while back

#

i can work from it itll just take a little bit to get back to where i was

indigo shard
#

i have figured out the problem

#

it wanted me to do this for the note path

#

the full node path

#

which is not good since the player will be switching scenes a lot

#

but anytime i try the shortened node path it fails to work
so this is probably a dumb question but how do i fix this

#

unless its perfectly fine as is and im just paranoid lmao

arctic radish
#

it's the "onready" aspect

#

because onready calls the node Before/during those scene changes
As the _ready() function gets called the moment it gets into the scene tree
so effectively if there's no node present, when it reaches the onready, it'd throw that error

indigo shard
#

i see

torpid sky
# minor bear

That's pretty cool. Older CoD titles did the same with weapons.

pure jackal
torpid sky
#

Yeah probably

indigo shard
#

i do not understand autoloads

indigo shard
#

stopped working on scene switching since brain hurt and am now doing something hopefully more fun

#

start screen

pure jackal
#

I told yoy

#

Sceneswitching is the nightmare

arctic radish
#

mate
it's not hard

#

Absolute Skill issue

pure jackal
#

why don't you program it then

humble herald
#

I know there's some async wait for you lot

earnest lily
earnest lily
#

thank you boss

#

🫂

minor bear
#

OpenAL lipsync is broken in iortcw. I fixed it to work like vanilla one, while keeping OpenAL intact

earnest lily
#

lol

meager valve
#

What games were the inspiration behind it? - yes

pure jackal
indigo shard
#

so sad

#

may i present

#

goofy ass gun 2

#

was too lazy to add a trigger

cunning wing
#

developer art my beloved

indigo shard
#

truly

pure jackal
# indigo shard

if placed carefully the player will not notice that there is not triger

indigo shard
#

Yes LeonApproved

earnest lily
#

😳

indigo shard
drowsy escarp
#

So whats the ideal guide to fps movement in unity

#

Brackey's was dogshit

#

So how the hell do I find a good guide on fps movement

#

For example

#

When I jump to the ceiling I get stuck then slowly fall back

cunning wing
arctic radish
#

You usually have to raycast upward a bit above the player or (in godot's case usually) you have a is_on_Floor/is_on_Ceiling/is_on_Wall bool for Kinimatic bodies
and then detect if it's colliding with a ceiling

drowsy escarp
#

Ah

earnest lily
#

I'd like an opinion on something

#

crouch / jump to swim down / up in a FPS - do you like that ?

#

assume you can already swim with WASD

rough saddle
#

yes thats the best movement imo

spare scarab
#

i mean yea that's how it should be
as well as how noclipping should be

arctic radish
#

I personally prefer Shift to go down and you stay in place when not moving and you look up and W to swim up

#

because having to reach your hand to an awkward angle to go down in the middle of battle for crouch tends to annoy me the most

#

or hell you go down by pressing space and you look up to swim up is a better alternative as well

earnest lily
#

yep I already have the whole "swim towards where you look" thing going on

earnest lily
#

ah but wait I guess you rebind crouch to shift ? going by the 2nd part

arctic radish
#

no
Shift is run
Ctrl/C is usually crouch which I didn't particularly enjoy reaching my pinky down that far to sink

#

and there's no real reason you'd be able to run while swimming

#

so there's one multi bind with shift

imo you should always look for more ways to utilize an already existing keybind that is more comfortable to press so that it doesn't interfere with movement keys instead of using a key that is usually one you would have to consciously press and/or go out of your way to limit one of your movement directions to press

#

plus in water you're essentially 0 grav unless you naturally sink so movement is the most important element in that state to refine and get a good movement flow
That also includes the Land to Water transition and vice versa

pure jackal
#

I'll be honest

#

on KBM I hit shift with my pinky
and it cramps my hand

#

sprinting is q for me

earnest lily
#

I guess I kinda see it

rough saddle
#

shift should be crouch

#

idk why people tolerate using ctrl

#

caps lock is way better

cunning wing
#

^ minecraft player

spare scarab
#

ctrl for crouch makes space for shift to be used for smth else

rough saddle
#

use caps lock instead

spare scarab
#

4 free buttons vs 3 free buttons

rough saddle
#

what

spare scarab
#

ctrl shift caps tab

rough saddle
#

no game uses all of them

spare scarab
#

i mean i do

#

first example is stalker

#

crouch, walk, inverntory, map

rough saddle
#

3 buttons for your pinky??

spare scarab
#

yea why not

#

i got a buff pinky

rough saddle
#

i dont have the brain capacity for that

merry lotus
#

no new blood kart updates for like the next 3 weeks

#

taking a little break

pure jackal
#

Enjoy your summer buddy

arctic radish
#

me: bakes Emission map
Blender: I can do this!
me: attempts to bake Diffuse map
Blender:

#

The weird part is that it worked just fine yesterday

#

okay that's weird after baking the Roughness map and trying again with the Diffuse, it rendered just fine

arctic radish
#

New sword for my game because the previous one looks like shit

patent hull
#

looks really good. I like the blood aesthetics

arctic radish
#

hhhhhhhhhHHHH
4 other artists straight up said "the only interesting thing about this is the guard, but even then it's meh"
like
I don't want to go through hell with rebaking the diffuse map again
let alone remodel the blade
the guard I agree with them, I didn't know what I was really wanting out of the guard given this blade was originally a weird scimitar at first in concept with only the guard really fleshed out design wise but the blade I didn't really like that much concept wise so I changed it to what you see there, so idk.

#

eh
I'm fine with this for now unless I need to update the design later, which I p won't

meager valve
#

I think the weird part about the guard is the red foil (how to call it?) as it looks potentially uncomfortable

#

Is it based off some historical weapon?

indigo shard
#

lets fucking go i got scene switching to almost work

#

except the restart buttons broken now but ill fix it

indigo shard
#

dumb question but how do you set a nodes position when switching scenes

#

such as how would i set the players position to 0,0,0 when switching to scene 2

arctic radish
#

Oh you just place the node where you want them to appear in the editor
or in code after the scene change

indigo shard
#

i think i did it

#

woo

#

now to fix the restart button

arctic radish
indigo shard
#

another dumb question

#

is there any way to reset singleton nodes

#

like if i click the restart button i want my player to reset with the level

#

but since i have the player autoloaded it does not

arctic radish
#

why
do you have the player as a singleton?

indigo shard
#

because singletons are funny

#

was messing around testing things and this made things work

#

assume im an idiot

arctic radish
#

why must modeling actual faces be a chore

#

eyes can suck the big one

indigo shard
#

F

#

i havent even tried modeling faces

#

seems too painful

arctic radish
#

fuck topology in this particular case

granite kite
# merry lotus taking a little break

Probably not gonna see this for a while; but I hope you have a fan-fucking-tastic summer lad. Take care, be safe, and don't do anything I wouldn't do. kek

indigo shard
#

I added a simple enemy and now my game runs at like 10 fps

indigo shard
#

Literally just a moving capsule

#

When I kill it my fps is back to normal

pure jackal
#

Whats the code

#

Is it running the code again and again and again every frame

#

Or is it an obsenely high poly capsule

arctic radish
#

mind showing the code that's running in func _physics_process()?

#

because not even I could decrease godot's FPS at runtime unless it has to do with instancing beeg things

indigo shard
#

it only lags when the enemy is moving

#

when its still everythings fine

arctic radish
#

It might be the Look_at or how you're getting the player's position

#

because I've encountered that Look_at() has a few issues at times when the "target" it's trying to look at is aligned 1|1 with itself
However I'm betting it's how you're getting the player

#

if your enemy is in the scene you'd need to use things like get_parent() to go up the scene tree OR
place the player in its own group and just call get_tree().get_nodes_in_group("insert group name here")[0].global_transform.origin

indigo shard
#

oh that makes sense

#

alright trying that now

#

still tanks the fps

#

might just be my computer though it can definitely run things better then this

arctic radish
#

What's the model look like

#

is there any warnings/errors being spit out in the debug console?

#

because ik godot tanks whenever there's errors in the debug console

tranquil oracle
# indigo shard

unrelated to your issue (probably) but you're not supposed to multiply by delta when passing a value to move_and_slide

indigo shard
indigo shard
#

now lets see

#

alright only warnings that could possibly tank the fps would be these lmao

#

not even sure what these are for

#

pops up 6 times when i run the game

arctic radish
#

the fuck

indigo shard
#

i have no idea

arctic radish
#

How did you instance the enemy?

#

like can you show the enemy scene?

indigo shard
#

oh i found the problem

#

the collision shape looked like this for some reason

#

i just made a mesh instance then made a trimesh collision sibling

#

why is it so high poly count lmao

#

officially confirmed that i am stupid

arctic radish
#

because there's that many rings and loops in that mesh and Trimesh collisions match the topology of the mesh instead of using base geom to define it's dimensions

pure jackal
#

For simply just testing AI I'd advise you give it a box collider and not a 1-1 capsule collider

#

Unless he's going to be rolling around, physics and all

arctic radish
#

Box colliders get caught on things, plus there's a built in collision shape type for capsules that can be used

#

instead of using a geometry based one

#

or even a Cylinder collider could work better than a box collider

fast vault
#

Trying to brainstorm some other sword attacks to add to my game. Got the basic attacks for the primary fire, but I'm looking for interesting alt-fire modes...

rough saddle
#

throw the sword like a boomerang

#

completely original idea

pure jackal
#

spin

meager valve
#

Seppuku heh_heh

fast vault
rough saddle
#

spin what

#

i say spin yourself

#

ninjago style

indigo shard
#

if its third you could stab the sword into the ground and then swing around it, kicking enemies

#

i know thats from something i just forget what

fast vault
#

But yeah it's first person

indigo shard
#

ah then that wouldnt work lmao

fast vault
#

And you don't really use the sword for melee, unless you run out of "ammo"

indigo shard
#

😔

#

i see

#

hmmm

fast vault
#

A lot of the cooler moves I can think of wouldn't really work in first person lol

#

they'd just be too disorienting

indigo shard
#

true

fast vault
indigo shard
#

nice nice

indigo shard
#

does anyone have advice for sound effects in a game?

#

should i attempt to make my own or find some online

merry lotus
#

sfxr is good

#

if you want retro sounds

indigo shard
#

indeed i do

arctic radish
#

god this will take a while to get a body and arm concept down that looks good

merry lotus
#

I love it

cunning wing
#

round trip from dmc is good if you're planning on adding other weapons you can combo it with

cunning wing
fast vault
radiant garden
indigo shard
#

implemented a basic health system lets go

arctic radish
#

legs aren't final but the arms are

cobalt hemlock
#

Yooo that is so cool

#

Them buttcheek doe.

torpid sky
#

This is pretty cool

unique trellis
fast vault
unique trellis
#

o okay

#

cool

#

Looks good 👍

arctic radish
#

ight model's done
now time to plop it in game

merry lotus
#

IT LOOKS SO GOOD

#

I LOVE IT

indigo shard
#

holy shit thats great

tawdry olive
#

anyone know if any of the NB games are gonna have their source released at some point? Only thing that'd make me throw more money at this damn company is the id way of source drop after few years

indigo shard
#

dusk is getting an sdk soon i believe

tawdry olive
#

screw sdks, i want the whole thing! ;)

indigo shard
#

😔

#

not sure if they will then

tawdry olive
#

like would be swell to be able to have ports of ultrakill and such long after the devs have overdosed on coke or something

#

ah well, guess i'll have to start stalking hakita

untold niche
#

idk how releasing the source of unity games would go tbh

#

I guess the closest analogue would be releasing the project file

slate python
indigo shard
slate python
#

Yehhh

#

yeh. dying

cobalt hemlock
slate python
#

No more ass

indigo shard
#

no ass...

pure jackal
#

Visions of Cake...

arctic radish
# arctic radish ight model's done now time to plop it in game

Thinking about how to approach the boss arena for this thing
on one hand: I could just do whatever the fuck I want and make the floor of the arena spin while going upward
on the other hand: I could just be generic and make an actually sane arena that p wouldn't give players motion sickness

#

Fuck it going all out for the first boss of the game

indigo shard
#

yeAHHHH

arctic radish
#

crude mockup of the intro animation for this thing
Still have to refine it and give it a bit more weight when it turns around, but I like it so far

indigo shard
#

looks good so far

indigo shard
#

been stuck on a few things so decided to make the shotgun model 0.1% better

#

added a trigger (not that you can see it in game)

fast vault
arctic radish
#

Legend of Zelda Majora's mask like game

indigo shard
#

i still need to play majora someday

merry lotus
#

I've played majora but I've never finished it because of how complicated it was

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I like linear games

leaden granite
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i like games that have a main linear path as well as optional detours

cunning wing
#

I was playing through Majora remake when my 3DS decided it didnt want to be able to run certain games anymore

fast vault
#

Anyone here experienced with Unity's Timeline system? I'm trying to figure out a bug(?) with override tracks

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The preview plays that animation out properly, but at runtime, the character moves in a completely different spot

arctic radish
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is there code that's handling the movement and starting location of said character?

spare scarab
#

OMG REALTIMECSG IS SO COOL

echo gorge
#

Yes yes yes yes

pure jackal
#

Vriska is starting to beleive

arctic radish
#

Godot had Real time CSG for ages now

untold niche
#

What's it like?

arctic radish
#

and all that fun stuff

untold niche
#

Interesting, I'm guessing that's what they used for Cruelty Squad?

arctic radish
#

potentially

rough saddle
#

cruelty squad uses trenchbroom iirc

tranquil oracle
#

Yeah, Cruelty Squad maps were made in TrenchBroom and then imported into Godot and tweaked

untold niche
#

That's interesting, was it imported in obj?

arctic radish
#

you don't use obj for maps in godot

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you use GLTF

earnest lily
earnest lily
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and before any of you go SOURCE???? SOURCE??? SAUCE??? SOURCE

arctic radish
earnest lily
#

aaAAAAAAAAAA

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HM

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It was revealed to me by the Search Engine.

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😌

fast vault
#

Weird thing, but okay

fast vault
# spare scarab OMG REALTIMECSG IS SO COOL

Yeah! It's one of my favorite unity tools at the moment. Certain things like halls and doors are so much easier than probuilder, but I do notice some odd bugs if you click Play. You have to constantly refresh the csg model

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Also it buils as one big mesh, so you have to keep track of that when building, as opposed to probuilder which makes separated meshes

patent hull
#

I just started game developing and I just wanted to ask for your opinions. Do you think the animation walking animation looks ok?

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and what about the 2 attack animations? I find them a bit junky

unique trellis
#

the attack animations don't feel like they have any momentum, try working on the interpolation there. as well, the transition between not doing anything and starting an attack, and the other way around, are very fast and don't seem natural

robust ridge
wraith beacon
indigo shard
#

ive been obsessing getting the scene switching to work for the past few days (ammo still doesnt transfer over) and then i realized that this is supposed to be a fun project lmao

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so time to work on more fun things

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also quick question

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when it comes to level design in godot is it better for each level to be one scene, or for each level to have multiple scenes

arctic radish
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One scene

indigo shard
#

alright thats what i assumed

fast vault
# patent hull https://youtu.be/ehCmkpTojmc

For the swings, remember that you lead with the handle and the momentum causes the rest of the blade to follow, And make sure you follow through before a gradual slow-down since it takes some time for things to come to rest.

earnest lily
radiant garden
#

dave oshry know of kb kart

merry lotus
#

yes

pure jackal
#

Terrifying prospect

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Actual pressure

radiant garden
#

im happy

indigo shard
spring yoke
indigo shard
#

ayo? looking smooth

arctic radish
#

this
took too long my god

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fuck angles and perspective man

#

now I need to animate/make:
-Single frame for Climbing
-Kick
-Knife animations (Grab, Inspect, Slash, Throw, Grapple, Pull, Backstab)
-GUN ANIMATIONS (Grab, Inspect, Pew pew)

indigo shard
#

always good to have a punching animation

pure jackal
#

Bubbly

arctic radish
indigo shard
#

Rotat e

sudden imp
#

Speen

grave geyser
#

Half-Life: Alyx, but it has a drivable car and it's open-world in Mad-Maxian setting.

Here's a quick clip:
https://www.youtube.com/watch?v=AFrB1o3auFY

Hello,

This is a small snippet from my map On A Run, I happened to record while playing. It's not much, but as a proof of how awesome Car Chases in VR can look it's great.

I will definitely try a similar chase soon with much more cars and if I get an interesting shot, I'll share it here.

You can play the map here: https://steamcommunity.com/...

▶ Play video
#

Thoughts?

merry dome
humble dagger
#

running into the problem with using premade gun assets where I feel like if they don't work accurately I can't put them in my game

#

going through the hassle of designing a better animation system so my reloads are accurate

indigo shard
#

yoooo

crimson tapir
#

Puffs cigar

#

So it begins

cunning wing
arctic radish
#

that's their skinned, Maimed, and torn hands

untold niche
#

Can they take a bit out of their hands for a quick snack?

merry lotus
toxic hemlock
crimson tapir
#

I thought it was just like some insane skin cancer or something

#

Oh, I browned

#

Nice

leaden granite
crimson tapir
#

Nah, doesn't hurt, he plucked out the nerve endings

leaden granite
#

ew

grave geyser
crimson tapir
#

Both probably

arctic radish
#

Is holding 2 knifes
has the motion of throwing both
Throws 1

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gotta fix dat

merry lotus
#

since I haven't posted an update in a while and my hiatus ends in a week and a half here's a couple of level concepts

#

1 - first level redesign
2 - dusk 3rd track
3 - Kyle track

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my hiatus doesn't end for a week and a half

pure jackal
#

Pog

indigo shard
#

cannot wait (a week and a half)

pure jackal
#

Pog

#

Mans taking self care

indigo shard
#

what a legend

crimson tapir
#

One of the karts should be one of the horse experiments from the end of Dusk e1m10

merry lotus
#

also I'm gonna try to stop making my levels in probuilder and start making them in blender

#

because probuilder sucks for making tracks

pure jackal
#

I can teach you jack if you want

merry lotus
#

nah

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blender has curves which are good for making tracks

#

why did you cringejakob your own message

#

anyway

indigo shard
#

man

crimson tapir
#

The lite version is free

merry lotus
#

another thing I'm gonna try to do is implement machine learning for the kart ai

because every time I've tried to write kart ai before it sucked, but I've looked up how to use machine learning and it looks very straightforward (and better implemented than my systems)

it does take a lot of time to train the ai though

merry lotus
crimson tapir
#

Ah, ok, good luck with whatever you choose, m8

merry lotus
#

thanks man :)

earnest lily
#

I'm biased but Blender is probably a better investment of your time

indigo shard
#

i chose the fucking worst time to try and make a game didnt i